/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

Copyright (c) 2006-2016, assimp team
All rights reserved.

Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:

* Redistributions of source code must retain the above
  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
  materials provided with the distribution.

* Neither the name of the assimp team, nor the names of its
  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the assimp team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

----------------------------------------------------------------------
*/

/** @file Defines a post processing step to compute UV coordinates
  from abstract mappings, such as box or spherical*/
#ifndef AI_COMPUTEUVMAPPING_H_INC
#define AI_COMPUTEUVMAPPING_H_INC

#include "BaseProcess.h"
#include "../include/assimp/mesh.h"
#include "../include/assimp/material.h"
#include "../include/assimp/types.h"

class ComputeUVMappingTest;

namespace Assimp
    {

// ---------------------------------------------------------------------------
/** ComputeUVMappingProcess - converts special mappings, such as spherical,
 *  cylindrical or boxed to proper UV coordinates for rendering.
*/
class ComputeUVMappingProcess : public BaseProcess
{
public:
    ComputeUVMappingProcess();
    ~ComputeUVMappingProcess();

public:

    // -------------------------------------------------------------------
    /** Returns whether the processing step is present in the given flag field.
    * @param pFlags The processing flags the importer was called with. A bitwise
    *   combination of #aiPostProcessSteps.
    * @return true if the process is present in this flag fields, false if not.
    */
    bool IsActive( unsigned int pFlags) const;

    // -------------------------------------------------------------------
    /** Executes the post processing step on the given imported data.
    * At the moment a process is not supposed to fail.
    * @param pScene The imported data to work at.
    */
    void Execute( aiScene* pScene);

protected:

    // -------------------------------------------------------------------
    /** Computes spherical UV coordinates for a mesh
     *
     *  @param mesh Mesh to be processed
     *  @param axis Main axis
     *  @param out Receives output UV coordinates
    */
    void ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis,
        aiVector3D* out);

    // -------------------------------------------------------------------
    /** Computes cylindrical UV coordinates for a mesh
     *
     *  @param mesh Mesh to be processed
     *  @param axis Main axis
     *  @param out Receives output UV coordinates
    */
    void ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis,
        aiVector3D* out);

    // -------------------------------------------------------------------
    /** Computes planar UV coordinates for a mesh
     *
     *  @param mesh Mesh to be processed
     *  @param axis Main axis
     *  @param out Receives output UV coordinates
    */
    void ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis,
        aiVector3D* out);

    // -------------------------------------------------------------------
    /** Computes cubic UV coordinates for a mesh
     *
     *  @param mesh Mesh to be processed
     *  @param out Receives output UV coordinates
    */
    void ComputeBoxMapping(aiMesh* mesh, aiVector3D* out);

private:

    // temporary structure to describe a mapping
    struct MappingInfo
    {
        explicit MappingInfo(aiTextureMapping _type)
            : type  (_type)
            , axis  (0.f,1.f,0.f)
            , uv    (0u)
        {}

        aiTextureMapping type;
        aiVector3D axis;
        unsigned int uv;

        bool operator== (const MappingInfo& other)
        {
            return type == other.type && axis == other.axis;
        }
    };
};

} // end of namespace Assimp

#endif // AI_COMPUTEUVMAPPING_H_INC
